• 제목/요약/키워드: storytelling methods

검색결과 106건 처리시간 0.023초

2009 개정 초등수학 교과서 관련 조사 연구 -3~4학년군 '수와 연산' 영역을 중심으로- (A Survey on 2009 Revised Elementary Mathematics Textbooks -focusing to 'number and operation' of 3~4th grades-)

  • 이동환;김성준
    • East Asian mathematical journal
    • /
    • 제31권2호
    • /
    • pp.275-299
    • /
    • 2015
  • The purpose of this study is to provide an opportunity for better understanding and application of 2009 revised elementary school mathematics textbooks through survey data and focus group interview on structures of textbooks. First, We collect online survey results which 2333 elementary school teachers participated. Next, We interview focus group(8 teachers) about shapes of textbooks, quantity of learning contents, activities and problems for evaluation in the mathematics lessons. Storytelling is especially issued in the 2009 revised mathematics curriculum. We intensively discuss learning and teaching methods with application of storytelling textbooks; interests of students, role of storytelling textbooks etc. As results of analysis, the positive rate to use the 2009 revised textbooks is relatively high about shapes and activities of textbooks. But there is more considered about storytelling method. Storytelling may be positive on improvement of learning interests and participation of students. In order to develop these advantages, studies in relation of storytelling are more proceeded and teaching materials for teachers are required effectively in order to applicate to the elementary school.

패러디 스토리텔링을 활용한 국내 패션화보의 유형 및 의미 연구 (The Study of Expression Types and Aesthetic Meanings of Domestic Fashion Photographs Adopting Parody Storytelling)

  • 권기영
    • Human Ecology Research
    • /
    • 제52권4호
    • /
    • pp.383-394
    • /
    • 2014
  • The purpose of this study is to analyze the expression types and aesthetic meanings of fashion photographs adopting parody storytelling. The expressions of parody storytelling in advertising into the following five 5 types: parody of literature, movies, TV programs, art, and social issues. Therefore, in this study, we analyzed fashion photographs adopting parody storytelling from literature, movies, TV programs, art, and social issues, in fashion magazines. The meanings of fashion photographs adopting parody storytelling are as follows: First, the photographs adopting parody storytelling create new meanings with respect to a changeable narrative by transforming the original. Second, the humor of deviation comes from fun and interest generated the play of intent transformation and reconstruction of the original. Third, the photographs adopting parody storytelling of social issues suggest current messages. There is a growing tendency toward the value and the meanings of storytelling, and the various contents that have become the motive of the parody have important meanings. In particular, the analysis of expression methods and meanings of storytelling will contribute to raising the brand image through an effective fashion photographs project strategy. A story can be used as a source of inspiration and can contribute various ideas for a fashion photo-shoot and for fashion marketing.

인터렉티브 스토리텔링의 구조적 디자인 (Structural Design of Interactive Storytelling)

  • 이준희
    • 디자인학연구
    • /
    • 제16권4호
    • /
    • pp.375-384
    • /
    • 2003
  • Interactive storytelling is a scenario created "on the fly" with digital content through user interaction. Every time interaction occurs between the user and content, a brand new story is created. Interaction intrigues people because it provides different story from same content. Through conventional media, people shared same content and experience. However through interactive media, people encounter unique experience, over same content possibly everytime they use it. People we, by their nature, very interactive being. However, interacting with media is not an activity that people are accustomed to. Hence, designing content has been all migrating experience from existing media to an unfamiliar ground. Unique and adoptive ways of designing content for digital interactive media is being sought out from the need as the result of the evolution of integrated society and emerging information technology. People are already used to some of interactive storytelling through hyper text in CD-ROM and web sites. More complicated and different structured models were born through games that offered graphics, virtual spaces and interactivity. When drawn onto a structural graph, few attributes and similarities seem to occur. This paper will try to outline and discuss structural graphs of interactive storytelling methods and suggest some ways for better storytelling design.

  • PDF

초등교사들의 스토리텔링을 적용한 수학교과서의 효율적인 지도방안에 관한 연구 (A Study on Methods for Teaching Math Texts Applying Storytelling in Elementary School)

  • 허윤라;김용태
    • 한국초등수학교육학회지
    • /
    • 제18권2호
    • /
    • pp.169-187
    • /
    • 2014
  • 본 논문에서는 현재의 스토리텔링을 적용한 초등학교 1~2학년군 수학 교과서에 대한 초등학교 교사와 2학년 아동들의 반응을 중심으로 스토리텔링 수학의 효율적인 지도방안을 알아본다. 이를 위하여 J교육청 산하의 초등학교교사와 초등학교 2학년을 대상으로 설문지 조사 결과를 분석하였다. 조사결과, 스토리텔링 교과서의 도입취지와 같이 아동들의 평균 흥미도는 신장이 된 것으로 나타났으나, 학업성취도가 아주 낮은 아동들과 아주 높은 아동들의 흥미도에는 별다른 효과가 없는 것으로 보인다. 또한 초등 교사 대부분은 스토리텔링을 적용한 교과서의 중요성은 잘 알고 있으나 아동들의 이해도를 평가할 수 있는 방안을 잘 알지 못하며 특히, 많은 교사들이 스토리텔링과 수학적 개념과의 연결지도 과정에서 곤란을 겪으므로 스토리텔링 교과서를 충분히 이해하고 의미충실하게 지도하는데 도움이 되는 제도적인 장치가 필요하다고 한다. 그러므로 스토리텔링 교과서를 모든 교사가 지도하는데 용이하며 모든 아동들의 성취도를 높이는 데에 도움이 되는 방안이 필요해 보였다.

  • PDF

Effects of Storytelling in Advertising on Consumers' Empathy

  • Park, Myungjin;Lee, Doo-Hee
    • Asia Marketing Journal
    • /
    • 제15권4호
    • /
    • pp.103-129
    • /
    • 2014
  • Differentiated positioning becomes increasingly difficult when brand salience weakens. Also, the daily increase in new media use and information load has led to a social climate that regards advertising stimuli as spamming. For these reasons, the focus of advertisement-related communication is shifting from persuading consumers through the direct delivery of information to an emphasis on appealing to their emotions using matching stimuli to enhance persuasion effects. Recently, both academia and industry have increasingly shown an interest in storytelling methods that can generate positive emotional responses and attitude changes by arousing consumers' narrative processing. The purpose of storytelling is to elicit consumers' emotional experience to meet the objectives of advertisement producers. Therefore, the most important requirement for storytelling in advertising is that it evokes consumers' sympathy for the main character in the advertisement. This does not involve advertisements directly persuading consumers, but rather, consumers themselves finding an answer through the advertisement's story. Thus, consumers have an indirect experience regarding the product features and usage through empathy with the advertisement's main character. In this study, we took the results of a precedent study as the starting point, according to which consumers' emotional response can be altered depending on the storytelling methods adopted for storytelling ads. Previous studies have reported that drama-type and vignette-type storytelling methods have a considerably different impact on the emotional responses of advertising audiences, due to their different structural characteristics. Thus, this study aims to verify that emotional response aroused by different types of advertisement storytelling (drama ads vs. vignette ads) can be controlled by the socio-psychological gender difference of advertising audiences and that the interaction effects between the socio-psychological gender differences of the audience and the gender stereotype of emotions to which advertisements appeal can exert an influence on emotional responses to types of storytelling in advertising. To achieve this, an experiment was conducted employing a between-group design consisting of 2 (storytelling type: drama ads vs. vignette ads) × 2 (socio-psychological gender of the audience: masculinity vs. femininity) × 2 (advertising appeal emotion type: male stereotype emotion vs. female stereotype emotion). The experiment revealed that the femininity group displayed a strong and consistent empathy for drama ads regardless of whether the ads appealed to masculine or feminine emotions, whereas the masculinity group displayed a stronger empathy for drama ads appealing to the emotional types matching its own gender as well as for vignette ads. The theoretical contribution of this study is significant in that it sheds light on the controllability of the audiences' emotional responses to advertisement storytelling depending on their socio-psychological gender and gender stereotype of emotions appealed to through advertising. Specifically, its considerable practical contribution consists in easing unnecessary creative constraints by comprehensively analyzing essential advertising strategic factors such as the target consumers' gender and the objective of the advertisement, in contrast to the oversimplified view of previous studies that considered emotional responses to storytelling ads were determined by the different types of production techniques used. This study revealed that emotional response to advertisement storytelling varies depending on the target gender of and emotion type appealed to by the advertisement. This suggests that an understanding of the targeted gender is necessary prior to producing an advertisement and that in deciding on an advertisement storytelling type, strategic attention should be directed to the advertisement's appeal concept or emotion type. Thus, it is safe to use drama-type storytelling that expresses masculine emotions (ex. fun, happy, encouraged) when the advertisement target, like Bacchus, includes both men and women. For brands and advertisements targeting only women (ex. female clothes), it is more effective to use a drama-type storytelling method that expresses feminine emotions (lovely, romantic, sad). The drama method can be still more effective than the vignette when women are the main target and a masculine concept-based creative is to be produced. However, when male consumers are targeted and the brand concept or advertisement concept is focused on feminine emotions (ex. romantic), vignette ads can more effectively induce empathy than drama ads.

  • PDF

영화치료에 있어 스토리 콘텐츠의 효과 연구 (A Study on the Effect of Story Content in Film Therapy)

  • 조상호;김치용
    • 한국멀티미디어학회논문지
    • /
    • 제20권1호
    • /
    • pp.93-100
    • /
    • 2017
  • In our life, stories are ubiquitous. Such stories of our lives are shared during counseling and psychotherapy. Modern storytelling is not limited to image and digital media. It encompasses various media, including offline contents such as festivals and theme parks. Furthermore, it is also utilized in film therapy. Film therapy refers to all the methods that utilize films and image media in counseling and psychotherapy. This paper summarizes and analyzes film therapy that utilizes storytelling. As the result of this analysis, it was found that we could gain insight into the identity of patients and their treatment through the storytelling that utilized films.

스토리텔링이 디지털 게임 개발에 미치는 영향에 관한 연구 (A Study on the Effects of Storytelling on Digital Game Development)

  • 박찬익
    • 디지털산업정보학회논문지
    • /
    • 제14권4호
    • /
    • pp.149-154
    • /
    • 2018
  • A game story that used to be free needs a work of concrete and artificial organizing and arranging these days. This is because a game story is frequently made into a new genre such as a movie or an animation. As shown in many previous studies, most of the movies made from successful digital games failed to receive satisfying box office results. To overcome this, narratively completed storytelling should be presented from the development phase of a game. The methods are as follows: It is necessary to maximize the synergy effect through the interaction between storytelling experts, game developers, animators, and movie producers in developing a game. This will help to create a game with more sophisticated and complete narrative structure than now. It is necessary to secure the diversification of game genres. Currently in Korea, online games are unusually leading the game industry. PC games or console games are more advantageous than online games for putting a finished narrative structure into a game.

'아모레퍼시픽' 브랜드 사이트의 스토리텔링 연구 - '최소 서사'론과 스크립트 이론의 적용을 통해 (A Study on the Storytelling of 'Amore Pacific' Brand Site -Through Applying 'Minimum Narrative' Theory and Script Theory)

  • 안숭범
    • 비교문화연구
    • /
    • 제23권
    • /
    • pp.191-214
    • /
    • 2011
  • Today the company's brand sites are in tendency locating as a handy method to administrate company vision, value and image. So this study tried to examine the aspects of storytelling around Amore Pacific's brand site. To secure the discussion's centrality and concreteness, two issues are considered to be aimed in methodology. First, the menus of relevant site were examined to see if they are securing minimal narrative. This was an attempt to discuss the minimum narrativity that target text is supposed to possess, to objectify little more the term 'storytelling.' After considering the menus of relevant site through narratological ideas of Gerald Prince, the menus that satisfy the level of minimum narrative were hardly seen. Even 'OUR STORY', showing the intention of unraveling the vision and values within the company brand by stories, is not seemed to be reaching universal, objective storytelling. Second, pragmatic, reception theory were applied as another standard to judge storytelling possibilities of Amore Pacific's brand site. Roger C. Schank's script theory, being considered in the field of cognitive linguistics and cognitive psychology, became a handy tool for examining the interactions and its meaning between brand sites and its visitors. As a result, the relevant site could be seen as attempting storytelling following time sequence, through narrator kindly explaining 'visual image-event.' And it was conjecturable that, because of such function of narrator, visitors finishes storytelling in a personal shape by operating internal story based script. This study examined the level and methods of storytelling limited in online environment called as company brand site. But more studies are needed to be in progress, such as about the ways for company websites or brand sites to have an effective, continuous influence on potential consumers, narrator set-up ways suitable for character of subordinate menus, organizations of minimum narrative and so on.

스토리텔링 기반의 교수-학습 과정안 구안 및 현장적용 가능성 탐색 - 고등학교 수학과 집합단원을 중심으로 - (Development of Lesson Plan based on Storytelling and Searched the Possibility of Application)

  • 강한균;김회용;김두규
    • 수산해양교육연구
    • /
    • 제23권2호
    • /
    • pp.302-318
    • /
    • 2011
  • The object of this study is to provide easily-understandable mathematics class to highschool students, who usually take no interest in mathematics, by apply teaching strategy based on storytelling to real lessons. The approaching methods for the mathematics education are emphasizing the mathematical education during making storytelling-studying plans, inducing the interest of the students by applying the mathematical situations in the story. The effects of the storytelling such as induction of the interest, persistency, perception of the practicality, smooth communication between teachers and students coincides with the way national mathematical education orients. This study contains the definition of the storytelling based on education, and applicability to the students, and application to the real lessons, and verification of the effects by focus-group interview with the students and observing teachers. I made the lesson plan based on storytelling for achievements to the object of the highschool mathematical study, and searched the best way to apply the lesson plan to the real lessons. I studied designing lesson strategy based on dissertations and books and reports directly related this study, and did focus-group interview to find advantages and disadvantages of the strategy. And finally I could make the well-applicable lesson plan.

스토리텔링을 활용한 중학교 기하영역 자료 개발 연구 (Development of Material for Middle School Geometry using Storytelling)

  • 이재학;정상권;김선희;최민식;원유미;김영진;고호경
    • 한국수학교육학회지시리즈E:수학교육논문집
    • /
    • 제27권3호
    • /
    • pp.341-356
    • /
    • 2013
  • 본 연구는 2012년 학교 수학수업 개선을 위해 제기된 스토리텔링 적용 수학수업 실현을 위한 스토리텔링 모델 교과서 개발 연구 중 일부이다. 본고는 스토리텔링 모델 교과서 개발 예시 자료 중 중학교 기하 영역에 맞추어 '다양한 문제들을 해결하기 위한 맥락적 상황 전개', '정보 전달 도구로서의 이야기', '친숙한 스크립트로서의 이야기', '세계적 보편성 또는 삶의 시뮬레이션으로서의 이야기', '창의력을 기르는 수단으로서의 이야기: 이야기 만들기'의 관점에 따른 개발 자료 예시를 제시하고 있다. 본 연구는 스토리텔링을 적용한 중학교 기하영역 자료 개발에서의 개발의 관점 및 의의, 교과서 전개 방식을 제시하고 이를 적용한 수업에서의 교수 학습 반응을 제시함으로서, 향후 스토리텔링을 활용한 수학 자료 개발 시 시사점을 제공하고자 한다.